pub struct Snapshot {Show 36 fields
pub tick: Tick,
pub chunk_rev: u64,
pub content_rev: u64,
pub publish_rev: u64,
pub entities: Vec<EntityState>,
pub resource_nodes: Vec<ResourceNodeView>,
pub world_x0: f32,
pub world_y0: f32,
pub world_width_m: f32,
pub world_height_m: f32,
pub buildings: Vec<BuildingView>,
pub doors: Vec<DoorView>,
pub npcs: Vec<NpcView>,
pub inventory: Vec<ItemStack>,
pub blueprints: Vec<BlueprintView>,
pub world_clock: WorldClock,
pub terrain_zones: Vec<TerrainZoneView>,
pub z_platforms: Vec<ZPlatformView>,
pub z_transitions: Vec<ZTransitionView>,
pub ground_drops: Vec<GroundDropView>,
pub placed_containers: Vec<PlacedContainerView>,
pub combat: Option<CombatHud>,
pub interior_map: Option<InteriorMapView>,
pub quest_log: Vec<QuestLogEntry>,
pub hired_workers: Vec<HiredWorkerView>,
pub interactables: Vec<InteractableView>,
pub ledger: Option<PlayerLedgerView>,
pub career: Option<PlayerCareerView>,
pub combat_fx: Vec<CombatFx>,
pub property_zones: Vec<PropertyZoneView>,
pub tax_zones: Vec<TaxZoneView>,
pub boundary_zones: Vec<BoundaryZoneView>,
pub growth_zones: Vec<GrowthZoneView>,
pub biome_zones: Vec<BiomeZoneView>,
pub property_plots: Vec<PropertyPlotView>,
pub property_plot_settings: Option<PropertyPlotSettingsView>,
}Expand description
Full state on region enter or reconnect.
Fields§
§tick: Tick§chunk_rev: u64§content_rev: u64Bumped when blueprints, catalog, segment, or settings reload.
publish_rev: u64Stable publish revision from assets/.content-publish.json (for client asset sync).
entities: Vec<EntityState>§resource_nodes: Vec<ResourceNodeView>§world_x0: f32Outdoor play AABB origin (meters). With width/height, defines the composed world.
world_y0: f32§world_width_m: f32Segment play area width in meters (for HUD / beyond-zone).
world_height_m: f32§buildings: Vec<BuildingView>§doors: Vec<DoorView>§npcs: Vec<NpcView>§inventory: Vec<ItemStack>§blueprints: Vec<BlueprintView>§world_clock: WorldClock§terrain_zones: Vec<TerrainZoneView>§z_platforms: Vec<ZPlatformView>§z_transitions: Vec<ZTransitionView>§ground_drops: Vec<GroundDropView>§placed_containers: Vec<PlacedContainerView>§combat: Option<CombatHud>§interior_map: Option<InteriorMapView>§quest_log: Vec<QuestLogEntry>§hired_workers: Vec<HiredWorkerView>§interactables: Vec<InteractableView>§ledger: Option<PlayerLedgerView>§career: Option<PlayerCareerView>§combat_fx: Vec<CombatFx>Active combat footprints / hit markers (plans/39).
property_zones: Vec<PropertyZoneView>Authored crown property zones (claimable land) — plan 40.
tax_zones: Vec<TaxZoneView>Tax overlays (for claim cost premium preview).
boundary_zones: Vec<BoundaryZoneView>Town / security / PvP boundaries (plan 43).
growth_zones: Vec<GrowthZoneView>Growth / fertility overlays (plan 37 / farming).
biome_zones: Vec<BiomeZoneView>Climate / biome overlays (plan 38).
property_plots: Vec<PropertyPlotView>Claimed property plots in this segment.
property_plot_settings: Option<PropertyPlotSettingsView>Server knobs needed for client claim quote preview.
Trait Implementations§
Source§impl<'de> Deserialize<'de> for Snapshot
impl<'de> Deserialize<'de> for Snapshot
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
impl StructuralPartialEq for Snapshot
Auto Trait Implementations§
impl Freeze for Snapshot
impl RefUnwindSafe for Snapshot
impl Send for Snapshot
impl Sync for Snapshot
impl Unpin for Snapshot
impl UnsafeUnpin for Snapshot
impl UnwindSafe for Snapshot
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more